Wise Emperor
Arcane
Infinitron That kills the joy of leveling up. It would mean that big, stupid character have most of his "class" skills covered from start and know his on his way to becoming brain surgeon.
It would mean that big, stupid character have most of his "class" skills covered from start and know his on his way to becoming brain surgeon.
It would mean that big, stupid character have most of his "class" skills covered from start and know his on his way to becoming brain surgeon.
Why "most"? It's one skill. A skill that is meant to be basically a one-to-one reflection of a character's Strength attribute.
It would mean that big, stupid character have most of his "class" skills covered from start and know his on his way to becoming brain surgeon.
Why "most"? It's one skill. A skill that is meant to be basically a one-to-one reflection of a character's Strength attribute.
So... why is it a skill?
The whole point of having skills included in the first place is that regardless of how high your mental/physical attributes are, you start out (relatively) unskilled and have to progress to become skilled.
It would mean that big, stupid character have most of his "class" skills covered from start and know his on his way to becoming brain surgeon.
Why "most"? It's one skill. A skill that is meant to be basically a one-to-one reflection of a character's Strength attribute.
So... why is it a skill?
Clarity of presentation. Separation of concerns.
If you make "Strength" an attribute that you can use, then what about the other attributes? Can I "use" my Charisma by pointing and clicking it at something? Can I "use" my Coordination? My Speed? What sense does that make?
It would mean that big, stupid character have most of his "class" skills covered from start and know his on his way to becoming brain surgeon.
Why "most"? It's one skill. A skill that is meant to be basically a one-to-one reflection of a character's Strength attribute.
So... why is it a skill?
Clarity of presentation. Separation of concerns.
If you make "Strength" an attribute that you can use, then what about the other attributes? Can I "use" my Charisma by pointing and clicking it at something? Can I "use" my Coordination? My Speed? What sense does that make?
But this game isn't about balance. It's about legacy and discovery. You just told me.
What has user interface has to do with it? You could click on the door,get an option to "It would mean that big, stupid character have most of his "class" skills covered from start and know his on his way to becoming brain surgeon.
Why "most"? It's one skill. A skill that is meant to be basically a one-to-one reflection of a character's Strength attribute.
So... why is it a skill?
Clarity of presentation. Separation of concerns.
If you make "Strength" an attribute that you can use, then what about the other attributes? Can I "use" my Charisma by pointing and clicking it at something? Can I "use" my Coordination? My Speed? What sense does that make?
But this game isn't about balance. It's about legacy and discovery. You just told me.
WTF does balance have to do with it
It's about having a user interface that makes sense.
The whole point of having skills included in the first place is that regardless of how high your mental/physical attributes are, you start out (relatively) unskilled and have to progress to become skilled.
The whole point, eh? Is there a rule somewhere that says there can't be skills that work differently?
WTF does balance have to do with it
It's about having a user interface that makes sense.
But then what's the point of the attribute/skills division in the first place?
So? Then make it an unimprovable 1-on-1 representation of Strength, and nobody complains.
Let's say you're in combat, slashing at somebody with a machete. What determines how much damage you do? Your Strength attribute, or your "Bladed Weapons" skill?
Not separating these things makes it much harder for the designers to keep a simple, consistent design, and makes it much harder for players to understand what's going on.
The whole point, eh? Is there a rule somewhere that says there can't be skills that work differently?
Hypocrisy. Thats why.The whole point, eh? Is there a rule somewhere that says there can't be skills that work differently?
There is in Project Eternity. Why should Wasteland 2 have skills that work differently and Project Eternity shouldnt ?
Kiss Ass obviously. It's the applied use of charisma to persuade through charm. Charisma directly should be used like for an empathy check or something like that, I don't remember if they have a skill like that. BS Detector could be it but seems specific to notice lies.But then what's the point of the attribute/skills division in the first place?
Like I said, clarity and consistency of presentation.
Let's say you're in dialogue and you need to persuade somebody. What should be checked? Your Charisma attribute, or your "Kiss Ass" skill?
Strength and the natural damage of the weapon should determine the base damage. Higher Bladed Weapons skill might affect damage indirectly, more regular critical strikes, higher accuracy for striking other body parts that might suffer more damage with aimed attacks.Let's say you're in combat, slashing at somebody with a machete. What determines how much damage you do? Your Strength attribute, or your "Bladed Weapons" skill?
Kiss Ass obviously. It's the applied use of charisma to persuade through charm. Charisma directly should be used like for an empathy check or something like that, I don't remember if they have a skill like that. BS Detector could be it but seems specific to notice lies.But then what's the point of the attribute/skills division in the first place?
Like I said, clarity and consistency of presentation.
Let's say you're in dialogue and you need to persuade somebody. What should be checked? Your Charisma attribute, or your "Kiss Ass" skill?
Strength and the natural damage of the weapon should determine the base damage. Higher Bladed Weapons skill might affect damage indirectly, more regular critical strikes, higher accuracy for striking other body parts that might suffer more damage with aimed attacks.Let's say you're in combat, slashing at somebody with a machete. What determines how much damage you do? Your Strength attribute, or your "Bladed Weapons" skill?
What? How is that a ton of complexity or ambiguity?Kiss Ass obviously. It's the applied use of charisma to persuade through charm. Charisma directly should be used like for an empathy check or something like that, I don't remember if they have a skill like that. BS Detector could be it but seems specific to notice lies.But then what's the point of the attribute/skills division in the first place?
Like I said, clarity and consistency of presentation.
Let's say you're in dialogue and you need to persuade somebody. What should be checked? Your Charisma attribute, or your "Kiss Ass" skill?
Strength and the natural damage of the weapon should determine the base damage. Higher Bladed Weapons skill might affect damage indirectly, more regular critical strikes, higher accuracy for striking other body parts that might suffer more damage with aimed attacks.Let's say you're in combat, slashing at somebody with a machete. What determines how much damage you do? Your Strength attribute, or your "Bladed Weapons" skill?
Congratulations, you've just added a ton of complexity and ambiguity to the system, making life harder for both the designers and the players in a game that already has an almost unbelievably ambitious scope and low budget.
What? How is that a ton of complexity or ambiguity?
This doesn't really make it harder for anyone, it's just logic.
check dis table on the right, it adds so much complexity and ambiguity, how can anyone play those confusing old gaemz l0l
good that we had bethesda to improve this clusterfuck
Excidium would like to involve the table on the left as well.
Excidium would like to involve the table on the left as well.
Like it should be in any self-respecting RPG then
Hurp. Give me the design document and I'll tell you something more detailed.What? How is that a ton of complexity or ambiguity?
This doesn't really make it harder for anyone, it's just logic.
"Charisma directly should be used like for an empathy check or something like that". Totally unambiguous bro!
Dude that's like every fucking RPG ever. Those two designers are retarded and I hope that isn't the reality at InXile.Don't you see how that's a nightmare in game being created by multiple designers? One designer likes using lots of skill checks. The other one likes using direct stat checks. The player who's created an uncharismatic character but tried to make up for it by pumping his social skills high doesn't understand why everybody in the second designer's area hates him. Inconsistency city, here we come!
Even using skill checks alone is hard enough to keep consistent, what with all the numerical disparity involved.
Just follow logic. If I can't use ability in a situation where it would be very logical to do so, designers failed. CRPGs got a lot better on that over time.Even using skill checks alone is hard enough to keep consistent, what with all the numerical disparity involved.
That's bad design consistency, not any system's fault. Say designer A loves melee combat and designer B loves snipers... choose one and the other area of the game will hate you!Don't you see how that's a nightmare in game being created by multiple designers? One designer likes using lots of skill checks. The other one likes using direct stat checks. The player who's created an uncharismatic character but tried to make up for it by pumping his social skills high doesn't understand why everybody in the second designer's area hates him. Inconsistency city, here we come!
IMHO, Skill = chance to hit; Strength attribute = bonus base damage. Perhaps a % bonus to damage if the skill is very high - Fallout had perks for that and it worked well.Strength and the natural damage of the weapon should determine the base damage. Higher Bladed Weapons skill might affect damage indirectly, more regular critical strikes, higher accuracy for striking other body parts that might suffer more damage with aimed attacks.Let's say you're in combat, slashing at somebody with a machete. What determines how much damage you do? Your Strength attribute, or your "Bladed Weapons" skill?
Just follow logic. If I can't use X skill or ability in a situation where it would be very logical to do so, designers failed. CRPGs got a lot better on that over time.
Dude that's like every fucking RPG ever. Those two designers are retarded and I hope that isn't the reality in InXile.